/Engine/Plugins/Importers/USDImporter/Source/USDStageImporter/Public/USDStageImportOptions.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=EditorPerProjectUserSettings) class UUsdStageImportOptions : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
bool
bCollapseTopLevelPointInstancers
If true, will cause us to collapse any point instancer prim into a single static mesh and static mesh component.
bool
bImportActors
bool
bImportAtSpecificTimeCode
When true the stage will be evaluated at ImportTimeCode for the import.
bool
bImportGeometry
bool
bImportGroomAssets
Whether to import GroomAssets, GroomCaches and GroomBindings
bool
bImportLevelSequences
bool
bImportMaterials
bool
bImportOnlyUsedMaterials
If this is checked, only materials actively used by the stage and import settings will be parsed.
bool
bImportSkeletalAnimations
Whether to try importingUAnimSequenceskeletal animation assets for each encountered UsdSkelAnimQuery
bool
bInterpretLODs
When true, if a prim has a "LOD" variant set with variants named "LOD0", "LOD1", etc.
bool
bMergeIdenticalMaterialSlots
If enabled, when multiple mesh prims are collapsed into a single static mesh, identical material slots are merged into one slot.
bool
bOverrideStageOptions
Whether to use the specified StageOptions instead of the stage's own settings
bool
bPrimPathFolderStructure
When enabled, assets will be imported into a content folder structure according to their prim path.
EReplaceActorPo...
ExistingActorPolicy
What should happen when imported actors and components try to overwrite existing actors and components
EReplaceAssetPo...
ExistingAssetPolicy
What should happen when imported assets try to overwrite existing assets
TArray<FHairGr...
GroomInterpolationSettings
Groom group interpolation settings
float
ImportTimeCode
TimeCode to evaluate the stage for import, in case bImportAtSpecificTimeCode is enabled
int32
KindsToCollapse
Whether to try to combine individual assets and components of the same type on a kind-per-kind basis, like multiple Mesh prims into a single Static Mesh
FName
MaterialPurpose
Specifies which material purpose to use when parsing USD material bindings, in addition to the "allPurpose" fallback
int32
NaniteTriangleThreshold
Try enabling Nanite for static meshes that are generated with at least this many triangles
TArray<FString...
PrimsToImport
List of paths of prims to import (e.g. ["/Root/MyBox", "/Root/OtherPrim"]).
int32
PurposesToImport
Only import prims with these specific purposes from the USD file
FName
RenderContextToImport
Specifies which set of shaders to use when parsing USD materials, in addition to the universal render context.
EUsdRootMotionH...
RootMotionHandling
Describes what to add to the root bone animation within generated AnimSequences, if anything.
FUsdStageOption...
StageOptions
Custom StageOptions to use for the stage